Developer: Bonnie Games
Release Date: February, 2026
Last Update: March, 2026
Graphics: 2D
Version: 1.4
Genre: Platformer
Players: 1
Description
This version of Celeste Classic for the original PlayStation (PSX) is a native port developed using the PSYQo SDK, created by Bonnie Games exploring the possibilities of combining PICO-8-style development with real PlayStation hardware.
Extra info
Celeste Classic is the original prototype of Celeste, created by Maddy Thorson and Noel Berry during a game jam. Despite its simplicity, it laid the foundation for one of the most influential indie platformers of modern times, focusing on tight controls, precision platforming, and pure gameplay.
This PSX version stands out for its low-level approach, recreating the original PICO-8 experience directly on PlayStation hardware. The game logic is based on ccleste, a line-by-line C translation of the original Lua code, while the developer has implemented a custom platform layer using PSYQo (C++20) to handle rendering, input, and audio.
One of the most impressive aspects of this homebrew is its audio system. Audio is generated in real time using the PlayStation’s SPU, without relying on pre-recorded samples. The original PICO-8 waveforms are converted into ADPCM data and processed dynamically, allowing effects such as vibrato, slide, and arpeggios. The system is already functional, although it is still being refined to better match the original sound.
Also thanks to the 60 FPS update and improved input handling, the game feels smooth and responsive, closely matching (and in some cases improving upon) the original.
Changelog
V4
- Project cleanup.
- Removed experimental Ocarina of Time files (moved to a separate repository).
V3
- Added CD-ROM streaming for dynamic room loading.
- Implemented orbit camera system with improved controls.
- Introduced skeletal animation support.
- Improved rendering and textures, along with general performance and stability fixes.
V2
- Added VRAM management system and real texture uploading.
- Introduced free camera mode for testing.
- Initial work on 3D rendering systems.
